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docs: clarify overlapOnly param
in Phaser.Physics.Arcade.Collider Explain that the callback will trigger on any overlap with any part of a tileLayer
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@ -17,7 +17,9 @@ var Class = require('../../utils/Class');
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Arcade.World} world - The Arcade physics World that will manage the collisions.
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* @param {boolean} overlapOnly - Whether to check for collisions or overlap.
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* @param {boolean} overlapOnly - Whether to check for collisions or overlaps. Note, if checking for overlaps with a
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* TilemapLayer, every tile in the layer, regardless of tile ID, will be checked for collision.
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* Even if the layer has had only a subset of tile IDs enabled for collision, all tiles will still be checked for overlap.
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* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object1 - The first object to check for collision.
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* @param {Phaser.Types.Physics.Arcade.ArcadeColliderType} object2 - The second object to check for collision.
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* @param {Phaser.Types.Physics.Arcade.ArcadePhysicsCallback} collideCallback - The callback to invoke when the two objects collide.
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